It is currently Sun Apr 22, 2018 3:45 am

All times are UTC - 7 hours



Forum rules


Related:



Post new topic Reply to topic  [ 307 posts ]  Go to page Previous  1 ... 17, 18, 19, 20, 21
Author Message
PostPosted: Wed Mar 07, 2018 1:00 pm 
Offline

Joined: Sun Nov 23, 2014 12:16 pm
Posts: 230
Please note that I only suggested it to John when I met him at an event. He said that it would have to up to the SNES programmer to see if he was interested in releasing/selling his tools.

Since NESmaker was so successful. It seems as if it would only make sense if they also did a kickstarter and did some sort of SNES maker tool.


Top
 Profile  
 
PostPosted: Sat Apr 21, 2018 2:08 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19932
Location: NE Indiana, USA (NTSC)
Part of my hypothesis for this, if you'll recall, is the asset complexity gap between NES and Super NES. It appears to be confirmed by this review of Sydney Hunter, which took marks off for underusing the S-PPU. Apparently you have to have parallax, not just TG16-class graphics, if you want to sell a Super NES game.


Top
 Profile  
 
PostPosted: Sat Apr 21, 2018 4:14 pm 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 2039
Location: DIGDUG
I think the key lesson is...if you want a COMMERCIALLY successful SNES game, it should have multiple layers (parallax), or Mario Kart style perspective, or professional quality artwork.

But, freeware homebrews, should be free to look like Space Invaders to be "good" (see Classic Kong).

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Top
 Profile  
 
PostPosted: Sat Apr 21, 2018 6:15 pm 
Offline
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10420
Location: Rio de Janeiro - Brazil
Thing is, if I see a homebrew severely underutilizing the platform it was coded for, I'll hardly be interested. When someone targets a specific console, I expect them to use most of the features it has to offer, and I expect the game to look AT LEAST like the typical games made for that system back in the day (If they go the extra mile and try to surpass what the typical games had to offer, even better!), otherwise I'll feel underwhelmed.


Top
 Profile  
 
PostPosted: Sat Apr 21, 2018 6:59 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19932
Location: NE Indiana, USA (NTSC)
Which means you see a lot more projects that should have been TG16-scale either get scaled back to the NES or just released as a PC game instead.


Top
 Profile  
 
PostPosted: Sat Apr 21, 2018 10:16 pm 
Offline
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10420
Location: Rio de Janeiro - Brazil
I don't know about the TG16 thing, because one of the first rules pseudo-8-bit games break is the single scrolling background layer, and the TG16 could only fake a second layer using sprites. I've seen many games that could slmost pass for NES games, if it weren't for the background parallax layer. Aspect ratio is disregarded very frequently too, since all displays are wide-screen nowadays. Pixels artists also appear to feel tempted to sneak in 1 or 2 extra sprite colors. The sprites-per-scanline limit goes out the window fairly frequently too.


Top
 Profile  
 
PostPosted: Sun Apr 22, 2018 1:24 am 
Offline

Joined: Fri Jul 04, 2014 9:31 pm
Posts: 869
I bet you could do a decent rendition of Shovel Knight on the Super NES using Mode 0, with perhaps some cleverness required for certain cases. I'm not sure the MMC5 quite covers it...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 307 posts ]  Go to page Previous  1 ... 17, 18, 19, 20, 21

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group